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    Event Page Change Help Needed

    I have a content script that starts in enter map script, and uses repeat to allow custom button scripting, as well as HP/Energy meters(separate script)

    So, with what I have to work with, how do I get events to switch pages anytime?

    I think it involves duplicate and remove commands, but can't seem to figure out exactly how to get it to work- making the event duplicate itself, and removing the original one, and also appear at the same place.

    #2
    Re: Event Page Change Help Needed

    I don't really understand what you are asking. Why do you need to change pages in an event that keeps track of button presses? You usually only need to switch pages with an event that has a model attached that you want to change after something happens. The most common use is removing someone from blocking the party's way after they complete a task.

    All you need to do is use Call script to have various other scripts run in place of the current one.

    The duplicate and remove event trick was invented to deal with things like timed events; that is, when you want something to happen to the party after a certain time. The best example is a timed trap there the party has to get through an area within a certain time limit. The clock is an action script, but you can't control the party through an action script, so what you do is change a flag when the time runs out and then duplicate the event and remove it. The event will restart, see that the flag is changed and start from the new page. There is no need to place the event in the same place as it's specific placement doesn't matter.




    The Crown of Order demo is here.

    Comment


      #3
      Re: Event Page Change Help Needed

      Actually, I wanted to change pages to A:use event freeze when they run into things as a detection device to trigger things, and B:make a vfx get cancelled via page change, which isn't otherwise possible.(in fact, I think it requires duplicate and remove commands to do this)

      These events are projectile events.

      They need to cancel their VFX instantly at times, and like I mentioned, I'd like to use the event freezing on walls as a trigger via page changes(they turn on a flag after moving, and another repeat script waits, then checks the flag, then turns that flag off.

      I pointed out what my enter map scripting was so you'd know what I already had to work with.


      ..But, if you're saying I could just do something like use a repeat content script to use event control/change/callscript to make a VFX dissapear, or atleast undo a freeze and use it as a trigger for this, then that's great, I'll go try it.

      I doubt VFX will stop from this, though. I think I need to remove and duplicate/replace an event for this, and it'd be even better if it could keep it's current x/y/z between remove and duplicate so I don't have to have it run back in place from it's starting point at 0F with bypass on- this has gotta slow stuff down, even if you use a 'shuffle' system where multible events take turns doing it.


      Also, is TC's locks a good way to prevent slowdown when you have several events used all at once in an ACBS?
      What variables would locking grant each event using the same script it's own individual ones?(I know it atleast has event number, event x,y,z, other event-loaded variables)

      Nash was using locks with his new ACBS system, but there were occasional problems where events would do the same thing when they shouldn't have.
      I assume it may be because he was using variables in the 1-970 range, which probably would not have individual sets for events, but I want to know if normal, battle, and temporary variables and flags have unique sets for each event using the same script.

      edit: I tried several methods, and got a lot of weird things, that included page changes in some instances, but nothing worked right.

      For one, my event it normally set to randomly move with a variable that's randomized then they move through a sort command based off that variable in any direction one step, but they keep moving North- the first sort option, then they hit a wall, then they dissapear, and then everything starts to slow down to the point it's pure blur, and my SFX for when a repeat content script that changes the event keeps sounding.

      Could someone just post exact working scripts and the event setup for making character events page change anytime?
      Last edited by Nje789; 02-01-2008, 10:33 AM.

      Comment


        #4
        Re: Event Page Change Help Needed

        Could someone just post exact working scripts and the event setup for making character events page change anytime?
        No one can tell you how to do this because it's impossible. Stop using page changes, it just messes things up.

        What you need to do is set you VFX on a time limit. If the VFX has a limit of 3 Frames, for example, it will disappear in 1/10 of a second. Much simpler then all the page change and duplicate stuff you're talking about. Just set the script in a repeat and have the VFX reappear every 3 F. You might need to check how fast the script repeats to determine how long each VFX should appear on screen. Keep the VFX on too long and you'll have slow down, too short and it will noticeably flicker. Some flicker may be unavoidable, but I've played many old school shooters where the VFX bullets flicker sometimes, so this must be something professional game designers have done as well.

        To prevent an event from freezing when it hits walls, don't let it hit walls. This is easier said then done, but if you want things to run smoothly it is a must. The trick is to keep track of where the event is at all times in relation to the walls and keep checking the position of the event as it moves. When it gets close to a wall have it change directions. Notice that in the video you posted in another thread that there are no walls. You get the impression that there are walls because the creator made sure everything reacted as if there was a wall. You might want to try the same thing.

        Remember, you are trying to so something RPG maker 2 was not designed to do. My idea might not be perfect, but it's probably what the guy in that video did and it's a better solution then what you're currently trying to do.




        The Crown of Order demo is here.

        Comment


          #5
          Re: Event Page Change Help Needed

          Yeah, you just said my backup plan.

          (h-how you'd know?!)

          ..well, except instead of having events 'know' where all the walls are, I either just make dents next to walls and have events compare before and after Z as a warning, or possibly have an invisible event check ahead of the other event with bypass objects, and compare its before/after Z to determine a wall, since walls are just too much Z+ in the map-type levels I make.

          I basically start a map with a set of 'lowest ground' flat landforms, then add dents next to walls/cliffs, and hills are just higher areas, so events can still go downwards just fine. It's less than -10 z that sets them off. Works great, but dungeon maps might need some other means, not that I use any in this game outside the menu/garage area.

          ..I'd still like to know how they did that event awareness in that video, though. I'd much rather learn the idea rather than come up with my own version.

          Comment


            #6
            Re: Event Page Change Help Needed

            Ok, here's some weird things about my game:

            I have both content and action scripts running at the same time, but if I'm not controlling a vehicle, I can't move because the content scripts won't let me.

            action scripts stop running when I'm out of a vehicle, or atleast when I'm in a vehicle, but can't control it yet.

            Using movement in the step-activated script, which makes you move after taking a step can throw off the level loading, making it dissapear some in one side's spaces and load more spaces on another side, and it's even reversible by going the opposite way when you do this.
            You could drive off into oblivion in a vehicle this way- though VFX still show..

            The step script's not too useful for movement, but you can make them spin a vehicle and it's VFX by using member rotate or direction change after they move from from on the direction pad or control stick, even though it runs its script the instant you try to move, which basically is how you use C-stick input in a script for button-input-style triggering..
            You can even have it check if your direction changes/what direction it is for specific C-stick triggering.

            Just use an apply together content script call in your enter map script, or even a script that was called from the enter map script.

            ****

            So far, I think everything's been worked out, and should be pretty good if everything goes according to plan, which has for the most part been checked out, and I should end up with a smooth, real-time custom-kart battle game that includes everything I've planned to have.

            Just don't expect it anytime soon, as I intend to use most of the 1 million+ memory left over, and school slows the process. I'll put up a maxdrive save of what I currently have, with no password, if anyone says they want it.
            Last edited by Nje789; 02-02-2008, 07:43 PM.

            Comment


              #7
              Re: Event Page Change Help Needed

              Glad to hear you've figured out a way to get it to work. I wouldn't mind seeing a working level of the game. I don't have much time to play around with it, but it would be interesting to see what you can do with it.




              The Crown of Order demo is here.

              Comment


                #8
                Re: Event Page Change Help Needed

                I've only tested bits and pieces of critical parts of my ACBS, and haven't found a problem yet, but it hasn't been fully tested 'til I make a prototype test of everything, which will let me get started on smooth framerate testing and figuring out what works best for it.

                I've actually got some rediculous ideas I wanna try to implement, ranging from a completely customized movement system with Accelleration, drifting, smooth single-direction change turning motions, and multible attack setups, to cramming a big move set of abilities(Accel, turn, drift, boost, hop, primary/secondary weapon, charge primary, shield, spin attack, recover, brake, backup) into a split single controller scheme that allows a 2 player mode with every last move still available and effectively setup for both players sharing the controller to control their own karts.(player two gets a 'super radar' for when he's not on-screen, and the screen's up high, showing as much space as possible), to a race mode with you, and 7 cpu karts racing down a track and collecting power-ups ala mario kart. "Hunt Mode" -hunt for fast and elusive Mario Bros. game in expansive hunting grounds of the mushroom kingdom! Hunt down wild, Dangerous Fire Chomps in Bowser's koopa kingdom! Go for the high score! Hunt at night, when the Boo's are out!

                Insanity, I know, but I've actually theorized how all of this will work, and tested various parts of them where I wasn't sure.

                For instance, race mode will involve a level's enter map screen to enter in a list of coordinates to several variables, and the AI will base their movement off of pursuing each X and Y coordinate given in these variables in order, roughly meeting the coordinate before going after the next one. They'll be sure to not get frozen from running into things with some x/y comparison checks.(btw- what variables do events using the same script each have their own individual one of that variable when using locks?)
                Drifting, hop-turning, and item pickup use will help you win here, as your normal battle mode weapons will be unequiped.

                I'd like to just get a demo running of the basic movement mechanics for now, so I'll show it when I make a working prototype.
                Last edited by Nje789; 02-03-2008, 10:59 PM.

                Comment


                  #9
                  Re: Event Page Change Help Needed

                  Here's one of my ideas: an instantly-functioning dynamic grid matrix constructed of only events registering their positions(with the startup position initializations, they don't even need locks to register their position when they move since their individual x/y/z variables will be updated with a sort based on their movement direction(also registered, they decide where to move, they register it 0-7))

                  A repeat system script has nothing but conditions:flag=?/or call script, whichever's better, with the conditions checking if event registered position variables are equal(if event 1's x= event 2's, then if e1's y= e2's y, flag=on/call script)

                  You get thousands of positions dynamically changing, and that was all the system's composed of. one system script, and events that just worry about where they want to move, while every last possible collision's detected with minimal effort. I was also considering movement registering locks that allow the checker to wait 1 F between checks, if that'd help avoid slowdown.

                  So, is there a better way to deal with several projectile events and an enemy AI all moving at once's collisions?

                  Comment


                    #10
                    Re: Event Page Change Help Needed

                    No, I think that's the only way to do it. The secret is to make the scripts as efficient as possible so that checks are made very quickly. Keep the main script very short and use call scripts when possible.

                    Note that lowering shadows on the map will free up some resources and allow your scripts to run smoother.




                    The Crown of Order demo is here.

                    Comment


                      #11
                      Re: Event Page Change Help Needed

                      oh- no shadows.. I think I got rid of 'em already, but I'll double check.

                      Any tips like these are appreciated.

                      Also, I've decided I might not do the hunt mode, but I am going to do a special little sports game mode similar to a very fun old atari game called "Blitzball 2000"(or something like that, still have that game somewhere),
                      where you have one super koopa(has color-flashing shell), two scrolling goals, and just use the kart's standard spin attack to try to send the bouncing-off-the-walls super koopa shell into the opponent's goal. Two or four players, if possible(should be with no weapon projectiles involved), maybe this even allows two human players with a split controller button setup.

                      Did I mention the super koopa troop gets more ****** with every whack?

                      Comment


                        #12
                        Re: Event Page Change Help Needed

                        iv been posting the help i need in my chigoo help file thread but no one responds to it so hear can i make my char move 8x speed with out the useage of vehicle and if thir is can some mone tell me iv been trying to find a
                        way all week long well this problem is sloved but i have other one plz help me if you can
                        Last edited by chigoo; 02-07-2008, 09:54 PM.
                        thank you if you help me, dont thank you if you never helped me

                        Comment


                          #13
                          Re: Event Page Change Help Needed

                          Chigoo, don't Spam someone else's topic. No one answers your questions because they are too hard to answer. Learn to do things yourself and then ask questions to prove you've actually tried a few things and are still having a problem with some detail of it. Then explain exactly what the problem is like Nje did.




                          The Crown of Order demo is here.

                          Comment


                            #14
                            Re: Event Page Change Help Needed

                            What might be less of a strain on rpgm2's system:

                            A- an invisible event that stays on screen and always faces east, and is used to display your health and energy and radar with effects.

                            B- just having 2-d effects for health, energy, and radar without the event

                            You know, an in-depth 'system strain' guide would be really useful for rpgm2..
                            Last edited by Nje789; 02-23-2008, 02:04 PM.

                            Comment


                              #15
                              Re: Event Page Change Help Needed

                              I would imagine flat 2D effects would be less strain then a 3D effect. I'm sure that's why 2D effects were included with the program.

                              Many on the build in limitations in RPG Maker 2 were designed to prevent system strain. The less things are moving the less strain they will cause. Most of it is common sense.




                              The Crown of Order demo is here.

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